[HN Gopher] How to make good small games
       ___________________________________________________________________
        
       How to make good small games
        
       Author : pmarin
       Score  : 220 points
       Date   : 2023-04-19 07:54 UTC (15 hours ago)
        
 (HTM) web link (farawaytimes.blogspot.com)
 (TXT) w3m dump (farawaytimes.blogspot.com)
        
       | murphm8 wrote:
       | An excellent game where the designer/programmer doesn't let
       | things get in the way of building is Aurora 4x [1] (not really a
       | small game anymore). Only runs on windows, doesn't even have
       | modifiable window sizes. For users that have period separators
       | instead of commas a bunch of the text is cut off. It's a
       | fantastic game that is purely what the creator wants and plays
       | and is nothing more, and it has a great community behind it. It
       | is purely a work of passion by the creator.
       | 
       | [1] https://aurora2.pentarch.org/
        
       | lagniappe wrote:
       | I made a pretty cool semi-idle game recently, in the spirit of
       | Progress Quest. It's called "Console Quest" and runs from the
       | terminal.
       | 
       | It's a simple RPG where your characters fights monsters and
       | completes quest achievements without your input, but you get
       | randomized chances to visit the merchant or medic, which largely
       | determines your fate. It seems simple at first but it's harder
       | than it seems as the game moves on.
       | 
       | https://github.com/donuts-are-good/consolequest
       | 
       | I made it just for fun one night, and found it strangely
       | addictive all on my own while testing because I'd want to keep
       | playing even after verifying the thing I was testing.
       | 
       | P.s. my high score is 356 days in game. not sure it's possible to
       | get higher, you get wiped out quick.
       | 
       | It'd be my pleasure if anybody wants to play :)
        
       | mrec wrote:
       | _" I can tell you "scope small uwu", but if you don't believe
       | small games can be good in the first place, all you'll hear is a
       | homework assignment you have to do before you can make the games
       | you really care about."_
       | 
       | This is both an important insight and excellent writing.
        
         | bluefirebrand wrote:
         | The other outcome of this attitude of "make small games" is
         | everyone just makes platformers.
         | 
         | Don't get me wrong, a platformer is a good small game project
         | to start with, the game can be made with a level or two in a
         | weekend using modern tools.
         | 
         | But even back on the NES we had way more than just platformers.
         | 
         | Sure, a beat-em-up is a bit more technically challenging than a
         | platformer but I think cloning a Turtles game from the NES era
         | is probably a fairly reasonable "small game" too.
         | 
         | Or cloning an RPG, or something like Fire Emblem, or Zelda.
         | 
         | It's weird how everyone wants to make a metroidvania but not
         | many Zelda-likes are out there.
        
           | the_af wrote:
           | > _The other outcome of this attitude of "make small games"
           | is everyone just makes platformers._
           | 
           | I don't think so. Remember the heyday of Flash games,
           | Kongregate (before it was spammed by MMO clones or whatnot)?
           | Many short & sweet games that weren't platformers. Some were
           | puzzle-solving games, some were adventure games, some were
           | escape-the-room, some were shooters, and yes, some were
           | platformers.
           | 
           | I have the fondest memories from that era. I still remember
           | the short and thoughtful "The Majesty of Colors".
        
             | pizzaknife wrote:
             | absolutely nothing has replaced Macromedia Flash. The
             | security problems seem quaint these days (to solve).
             | Nothing since Flash has offered the creative or the
             | technical a comprehensive suite for both proficiencies
             | while having an extremely low barrier to entry (barring the
             | cost of the Macromedia IDE)
        
             | bluefirebrand wrote:
             | That's true, a lot of simple physics games like launching
             | turtles and visual novel style games.
             | 
             | That era was definitely defined by enthusiast creators
             | instead of the modern indie-studio-ification of even the
             | simplest games.
        
               | the_af wrote:
               | Right, lots a simple physics games, I forgot about that.
               | Launch the turtle, destroy the castle, etc. Also some
               | relatively interesting wargames. And some interesting
               | experimentation.
               | 
               | It was a golden age of enthusiast creators indeed.
               | Browsing random games was very interesting (of course,
               | lots of garbage, but Sturgeon's Law applies).
               | 
               | Is itch.io sort of like that nowadays?
        
       | koromak wrote:
       | Also relevant: https://a327ex.com/posts/snkrx_log
       | 
       | The developer talks specifically about choosing a small scope for
       | a game, and clearly spends a lot of time thinking strategically
       | about being an indie dev.
        
         | koromak wrote:
         | ACtually this was the link I was remembering, ignore the
         | previous one
         | 
         | https://a327ex.com/posts/lessons_second_game
        
         | sdwr wrote:
         | The SNKRX guy is a champ. Great posts, great game, opensourced
         | the code. Real class act and top tier game designer.
         | 
         | I started building something from his code -
         | https://github.com/sdwr/underlod
        
       | hnthrowaway0328 wrote:
       | For small games I really think it's easier to just use C++/SDL or
       | whatever language and framework one is familiar with and go from
       | there. A simple 2D RPG might be the most one can complete in a
       | reasonable amount of time (say a few months) but once you have an
       | engine you can "reproduce" quickly.
        
       | shmerl wrote:
       | I wouldn't call Umineko a small game by any means. It is very
       | good.
       | 
       | Unless screenshots were just for conveying the satisfaction
       | point.
        
       | Tepix wrote:
       | Notch made many small games before he did Minecraft.
        
       | empressplay wrote:
       | My partner and I are developing a very-high level 3D dialect of
       | Logo. It makes 3D game development MUCH easier because you can
       | code from the perspective of turtles in 3D space.
       | 
       | I've had a lot of fun developing a bunch of different games in
       | it, and as more features / keywords are added, I get to write
       | even more games! It's been a blast. We recently added physics
       | capabilities to the turtles, and I'm working on using those for
       | some new games.
       | 
       | I have a 13-year old guinea pig I've been teaching how to code in
       | Logo, and she loves how much she can do in so few keywords. She's
       | recently started competently debugging her own code and I'm proud
       | of that.
       | 
       | https://turtlespaces.org (website)
       | https://turtlespaces.org/weblogo (WASM IDE)
        
       | tmountain wrote:
       | Literally every time I've set out to make a game, I've let
       | perfectionism get in the way. Some examples:
       | 
       | - Spending all my time thinking about how to support 10 different
       | resolutions
       | 
       | - Coming up with the perfect framework for managing state
       | 
       | - Working on silly menu systems and other UI elements
       | 
       | - Finding the perfect map builder and obsessing over data
       | representations
       | 
       | - Tweaking an entity component system to death
       | 
       | - Etc
       | 
       | Next time I set out to make something, I'm not going to worry too
       | much about the code. If the idea has merit, I'll refactor it
       | later if I need to.
       | 
       | Summary--It's really easy to let details get in the way of ideas.
        
         | waboremo wrote:
         | The important part to focus on here is "small". Any idea you
         | have, shrink it. Make it 10x smaller. Create whatever that is.
         | 
         | It's kind of the problem with games, they consist of so many
         | fields it's easy to think you have a "small" idea only for that
         | idea to actually be substantial. Then, reasonably, when you
         | want to nail the details it becomes a gigantic mountain. To me
         | this isn't perfectionism, everyone wants to nail details, but
         | when the scope is too large it's difficult for that to happen -
         | hell it's difficult for that to happen on teams of tens of
         | thousands operating as cogs dedicated to their tiny section of
         | work!
         | 
         | Any one of your bullet points could have been the "small game"
         | to demonstrate how large you're still operating.
        
           | tmountain wrote:
           | Exactly -- if I look at how much time I put into building
           | "frameworks", I could probably have made a dozen small scale
           | prototypes in the same timeframe.
        
         | fullwaza wrote:
         | You forgot:
         | 
         | - Looking for the perfect domain name
        
         | JohnFen wrote:
         | I notice that none of the things in your list are actually
         | about the game. Maybe reverse the order of things and do the
         | game bits first?
        
         | bcrosby95 wrote:
         | I've been doing this a while now. I have a main foreverproject
         | game I just toil away on for, well, forever. But I create
         | dozens of mini games outside that foreverproject to experiment
         | with ideas for the foreverproject.
         | 
         | For me the foreverproject is where I drive all that perfection
         | energy. The surrounding games, well, they're just "experiments"
         | and "prototypes", right? Surely prototypes don't need to be
         | perfect ;)
        
           | ghostbrainalpha wrote:
           | I'm obsessed with other people's forever projects. Have you
           | written up the "grand idea" in a blog post or anything? Love
           | to hear more.
           | 
           | I'm trying to break my own BIG IDEA into manageable
           | experiments or profitable side hustles somehow too.
        
             | [deleted]
        
           | precompute wrote:
           | This is the way to go. Just remember to market yourself by
           | your "experiments" and "prototypes".
        
           | nonethewiser wrote:
           | Is your forever project public? Would be interesting to see
           | what it is.
        
             | bcrosby95 wrote:
             | Unfortunately it isn't. I recently switched my forever
             | project after working on the same one for a couple decades
             | - it was a MUD (text multiplayer RPG).
             | 
             | The playerbase dwindled to nothing and I wanted a different
             | challenge so I shuttered it. Over the years many people
             | worked on it and while I'm sure they wouldn't mind if I put
             | it up on github, I've lost contact with many of them so I
             | don't feel right releasing it, so it's just in the bitbin
             | of history.
             | 
             | Now I'm working on a 2D version of it, which adds a whole
             | new dimension to the challenge. Once I have something more
             | than just random prototypes I do plan on putting it up. But
             | it's slow going - I have a job and kids, so I get about 1
             | hour per day to work on it.
        
               | telchior wrote:
               | There's so much lost that was in MUDs, including a huge
               | amount of good, descriptive writing of vast areas. I
               | wonder if a later iteration of the Dall-E / Midjourney /
               | Stable generators might be able to create visuals based
               | off of rooms descriptions.
        
         | dgb23 wrote:
         | This happens to me with _any_ project if I don't:
         | 
         | - set a clear time boundary and a date, typically by estimating
         | chunks of the work, it's better to make wrong estimations than
         | to yak shave the crap out of something for way too long
         | 
         | - write down the goals and non-goals.
         | 
         | - make a clear, simple high-level design, including trade-offs
         | and cutting corners to meet the goals
         | 
         | - implement vertically, get something going fast
         | 
         | Stuff like that...
         | 
         | Basically with an open ended, creative endeavor I absolutely
         | need to restrict myself much as I can stomach. At least in
         | cases where I actually _want_ to finish a project and know what
         | its goals are. In many cases exploration and playing with code
         | and techniques is the goal itself and that's OK.
        
         | prakhar897 wrote:
         | When I'm working on a game, I create an incredibly simple
         | version and iterate from there. By simple, I mean just a box on
         | a ground would be considered a first version. Next version,
         | added movement. Next version, added lake etc......
         | 
         | I also make sure it's default live so I can get continuos
         | external feedback as well.
        
         | snarf21 wrote:
         | I design board games and have designed 30+ (one signed so far).
         | I've come to the following conclusion about game design: It is
         | sometimes a freaking slog! I always tell people to work on the
         | design (or game part) they are most excited to work on.
         | Maintaining momentum is key in my opinion. If one design or
         | game part is blocking, set it to the side and let your
         | subconscious work on it while you make progress elsewhere.
         | 
         | There is another tenet from board game design to get the idea
         | out of your head and onto the table. Showing designs to trusted
         | others asap is imperative. Very much a "perfect is the enemy of
         | good enough" situation.
        
           | at_a_remove wrote:
           | If you have designed thirty, you might have some insight on a
           | question which has vexed me: are there automated or semi-
           | automated ways to look for "fairness" and playability and
           | such? Any guidelines?
           | 
           | I ask because I have a friend with a game idea that _looks_
           | fun, but it has enough tweakable parameters that I could see
           | a poor selection leading to unbalanced games, or a clever
           | combo being difficult to beat, and so on.
        
             | Kinrany wrote:
             | A big selling point of most games is that they're new
             | somehow, you don't yet know how to play them. A mere
             | possibility of analysis like this would probably constrain
             | games to a solvable genre.
             | 
             | This works with patterns used to create games though. Few
             | will play rock-paper-scissors a lot, but using it as a
             | conflict resolution mechanic with known characteristics
             | works great.
        
             | snarf21 wrote:
             | Well, balance is a very very funny thing. There are lots of
             | board game design articles about it. A lot of designers
             | will employ spreadsheet and Monte Carlo to achieve
             | "balance".
             | 
             | The thing is that players don't want actual balance; they
             | want to _feel_ like it is balanced. And much more
             | importantly, it must be FUN! If a game is too balanced it
             | might well be boring and that is worse! My goal for balance
             | is to try to make it so that players of equal skill and
             | exposure to a game all have a reasonable chance of winning
             | any game play.
             | 
             | I do know of some designers who start with a perfectly
             | balanced game so they have an anchor. Then they adjust it
             | over play-testing sessions to be more fun or create the
             | experience they are designing for. I have a game that is
             | Dracula vs Van Helsing in a hidden movement chase. I _KNOW_
             | that Dracula has a 60 /40 advantage. However, during
             | unattended play-testing (random people are just given the
             | game and rulebook and I'm not there), players
             | overwhelmingly reported feeling that Van Helsing was far
             | too strong!! Perception is everything.
             | 
             | As for your friend, they should look at having it played
             | during a Protospiel or Unpub event. Some are in person but
             | there are others online. They will get immeasurable
             | feedback to direct their design. They are also innumerable
             | podcasts that discuss these topic like Ludology and
             | Discords like Building the Game and Break My Game they
             | could join to get more feedback and advice.
             | 
             | As for random set ups creating unbalanced games, that can
             | sometimes be even the _desired_ effect. It depends a lot of
             | the type of game, length of game and target audience. For
             | example, Uno is completely random and unbalanced in terms
             | of game decisions. However, the point of the game is to
             | allow kids to _beat_ their parents while learning matching.
             | It is a 15 minute game so you just play again and move on
             | with life. The memories and excitement are the desired game
             | experience, who cares about balance?
        
             | komadori wrote:
             | Ultimately, only ample real-world play-testing can answer
             | these questions from a human perspective.
             | 
             | I share your concern though. You don't want to publish a
             | game only to find, when attacked by real players in
             | quantity, that your design is broken.
             | 
             | For the board game I'm working on, I've found running many
             | simulated games with MCTS-based AI players has proved
             | instructive in some respects. For example, balancing for
             | turn-order fairness.
        
           | alwaysbeconsing wrote:
           | A practice I find useful is to have a few projects going that
           | are in different stages. So maybe one you're still
           | planning/dreaming up, one in the core execution phase, and
           | one that just needs finishing touches. That way you can
           | switch not just between subjects but between modes of working
           | to give your mind a chance to refresh.
        
         | dxuh wrote:
         | You should try making game jam games, if you haven't yet. It
         | really teaches you to ignore things that are not absolutely
         | essential. And all the stuff you have listed are good
         | candidates for post-jam bugfix versions, so you don't ignore
         | the more important things either.
        
           | tmountain wrote:
           | Good suggestion -- there's a hard constraint (time). That
           | becomes a forcing function for decision making.
        
           | fodi wrote:
           | This. The best thing about game jams is that you'll better at
           | the next one. You'll learn to focus, not to overshoot the
           | scope, manage your time better and do quick iterations. I've
           | done a few on Itch and the community is really friendly,
           | which provides enough drive for me to submit before the
           | deadline even if the result is quite wonky. If you rate other
           | people's games, they'll probably rate you back, which is
           | great.
           | 
           | One particular game jam I recommend is Trijam [1]. It takes
           | place every weekend, has a fixed theme and ideally you should
           | only spend a total of 3 hours on a game which forces you to
           | do something relatively simple.
           | 
           | [1] https://trijam.itch.io/
        
         | pengaru wrote:
         | That's not perfectionism, it's failure to prioritize and
         | manage/prevent scope creep.
         | 
         | Unless you already have a playable game loop that's so fun it's
         | hard to put down, you shouldn't be going anywhere near menu
         | systems.
         | 
         | You should have what's basically a rickety CLI-invoked
         | developer mode test harness, where the binary immediately
         | enters a playable thing. Only once that is proven as something
         | worth putting a menu system in front of should you even think
         | about that.
         | 
         | Most game ideas suck when implemented so they're a total loss,
         | or require a lot of iterating into something entirely different
         | from what you imagined. So the top priority should be implement
         | the game loop of your idea, learn if it sucks ASAP, then maybe
         | try mutate it into something a person can't easily walk away
         | from if you sit them down in front of it, or just cut your
         | losses and do something else entirely.
        
           | nonethewiser wrote:
           | Sounds like perfectionism to me. Why do you insist it's not?
           | Nothing you said seems in disagreement with what he said.
        
             | badpun wrote:
             | That's not perfectionism, that's something else. Building
             | out menu systems before you even have the core game loop
             | locked down is basically like building out a house before
             | you know on which plot of land it should be built.
        
               | nonethewiser wrote:
               | But how does that make it not perfectionism? Having the
               | wrong priorities is in no way inconsistent with
               | perfectionism.
               | 
               | I also don't think that analogy works because the things
               | he mentioned mostly do need to be touched to develop the
               | core game loop. The problem he has is that once he
               | touches something he can't leave it dirty. That's the way
               | in which it's perfectionism.
        
               | pengaru wrote:
               | > But how does that make it not perfectionism? Having the
               | wrong priorities is in no way inconsistent with
               | perfectionism.
               | 
               | It's not perfectionism because you can't even succeed at
               | making the perfect part without more of the whole
               | defining what perfect even looks like. The requirements
               | evolve/emerge as the whole does.
               | 
               | It's just misguided premature effort, but there's a very
               | strong force driving this mistake - it's easier and more
               | fun to trim the sails than build the rest of the ship.
        
             | pengaru wrote:
             | It's not perfectionism that prevents people from reaching
             | what's, by reasonable standards, a finish line. It's a
             | failure to prioritize.
             | 
             | It's perfectionism that prevents people from shipping
             | what's by reasonable standards already past the finish
             | line, because they keep redoing and polishing "good enough"
             | things, ad infinitum.
             | 
             | Perfectionism can be a good thing producing exceptional
             | quality results, provided you've prioritized appropriately
             | and are playing "perfectionist" iterating in diminishing
             | returns land.
             | 
             | With or without perfectionism, if you can't prioritize
             | correctly, you'll likely fail to finish.
             | 
             | Perfectionism causes people to over-finish and endlessly
             | defer shipping.
        
               | pengaru wrote:
               | Replying to myself as it's too late to edit.
               | 
               | A more succinct explanation came to mind while just doing
               | some yard work:
               | 
               | We've all heard and understood the wisdom of "premature
               | optimization is the root of all evil", right?
               | 
               | What's being conflated here as perfectionism is a variant
               | of premature optimization.
               | 
               | Perhaps we need a variant like "Premature polishing is
               | the root of all unfinished games".
        
               | nonethewiser wrote:
               | I think we have different understandings of
               | perfectionism. I don't think perfectionism means you do
               | something perfectly. Most of the time I think it's not
               | being able to trade good enough for best. Often this
               | leads to unfinished work. Perfectionism by no means only
               | comes into play after you have something shippable -
               | you'd likely never get that far.
        
               | pengaru wrote:
               | Development of _anything_ substantial is an incremental
               | process where parts _must_ exist in an unfinished
               | imperfect state for a time. Managing those priorities and
               | letting parts exist as scaffolding and /or barely working
               | stand-ins is a core competency of our field. e.g. You're
               | not a perfectionist when you used expensive artist-
               | produced "perfect" stand-in art instead of programmer
               | art, you're just incompetent and wasting resources on
               | stuff that won't likely make it into the shipped product.
               | 
               | I've seen many "perfectionists" hide behind this moniker
               | when infact they're just incompetent when it comes to
               | prioritizing what to do, how much to do it, and in what
               | order.
               | 
               | You're not a perfectionist when you spent all your time
               | making a perfect ECS at the expense of actually
               | completing a playable game, when the latter was your
               | actual goal. You're just a failure/incompetent. But
               | "perfectionist" certainly sounds better for the ego.
        
       | tejohnso wrote:
       | I think it's useful to aim for learning. I built a small game
       | that runs on Android, Android TV, and Linux just to get more C++
       | exposure. I'm not sure if it's "good", but it's definitely small.
       | And good enough that my child actually wants to play it, and even
       | better, suggests improvements.
        
       | the_only_law wrote:
       | What makes a game "big" or "small" in this case?
       | 
       | I'm wondering, because I was going through my steam library after
       | reading this, just looking at the games I play and trying to fit
       | them into "small" and "big" and while many seemed obvious, many
       | were also hard to tell.
       | 
       | Is it the size/scale of the development (i.e. indie vs AAA)? The
       | mechanical complexity? the graphical complexity? The volume of
       | content? The size on disk? maybe some combination or something
       | else entirely.
        
         | CBarkleyU wrote:
         | > The mechanical complexity? the graphical complexity? The
         | volume of content?
         | 
         | Yes, yes and yes.
         | 
         | > The size on disk?
         | 
         | Indirectly, sometimes. Also, how polished a game is.
         | 
         | At the end of the day, people severely underestimate the last
         | 10% -- which take about 3-30 times as long as the first 90% --
         | of creating a game. Creating a bare minimum Binding of Isaac
         | clone can be done in 48 hours. Creating a full sized Binding of
         | Isaac competitor will take at least a year of full time work of
         | someone who knows what they're doing.
        
       | dxuh wrote:
       | I truly do believe that small games can be good. I know plenty of
       | small games and pretty much the only games I have really loved in
       | the last few years are small. But I don't agree with "A game's
       | quality is independent from its scale". I actually think making a
       | small game good is much harder. If you have fewer dials to tweak,
       | it's harder to come up with a configuration you haven't seen a
       | dozen times already. Especially not one that works. Most of the
       | ideas that I want to work on are larger games, because I don't
       | have any ideas for small games that I imagine to be good. I wish
       | I had them. I have made a bunch of games and also many game jam
       | games (i.e. smaller games - maybe 15+? - see here:
       | https://theshoemaker.de/projects), but I think none of them are
       | actually good. Nothing like the tiny games other people have
       | made, that I adore. That is a level of mastery I have simply not
       | reached (yet?). Of course I am aware that I can just try more
       | things, because the stakes are lower, but you need a critical
       | amount of falling-in-love with an idea to even start and all the
       | ideas I do fall in love with are for larger games.
        
       | fnordpiglet wrote:
       | I thought this was a good write up on why to make a small game
       | and how to conceptualize your process, and some technical advice.
       | I was sorta hoping it would be more "I've accepted I want to make
       | a small game. How do I make a good game?" As someone who likes
       | the idea of making small games, I don't know the discipline and I
       | know there must be. Writing excellent software has a variety of
       | specific ways of thinking about software and it's implementation,
       | how to organize ideas, what parts to not forget to plan our
       | carefully up front and what to discover in the doing, etc.
        
       | Caitlynmeeks wrote:
       | Very well written. I really dig this. Thanks!
        
       | aschearer wrote:
       | Something I've struggled with and have seen often is engineer-
       | types drawn to game development who lose themselves in code,
       | tech, and getting it "just right." It's super important to be
       | clear about _why_ you makes games. If it's just to blow steam
       | after a long day slinging JavaScript or to dabble with new
       | technology be honest about it -- you'll spare yourself pain
       | later. If you really want to _make_ games remember the aphorism,
       | "real artists ship."
       | 
       | On the subject of scope, I think it's helpful to remember the
       | Mythical Man Month. If the game you're cribbing took four experts
       | two years to create, that's eight person-years. Can one person
       | hope to make something of that scale? There are examples, but few
       | have that level of resolve.
       | 
       | Don't hand wave away things by saying "modern game engines."
       | People were brilliant back then, and expectations were lower in
       | some respects.
        
       | vgel wrote:
       | I think a lot of it is what types of games or genres you're
       | interested in. Certain games / genres of games work _better_ as
       | small games than others.
       | 
       | Like I've worked on a lot of small games (https://vgel.itch.io),
       | some better, some worse, but I've never tried, e.g., an FPSRPG or
       | a Dwarf Fortress-esque simRTS. The process of "stripping down"
       | those genres to be feasible as a small game _fundamentally
       | transforms them_ into something else. When you rip the complex
       | skill tree out of an FPSRPG to simplify it, it becomes a
       | different kind of game! And some people just don 't like that--
       | they only want the complex game. They didn't like early
       | Minecraft, they only like Minecraft now, after 10+ years of
       | development gave tons of interlocking features and mechanics. And
       | that's... what it is. It makes me a little sad, but I don't think
       | those people will be very happy as solo indie devs (unless they
       | have the superhuman willpower to push through years of
       | development on a single game without enjoying the early stages or
       | the tight feedback loop of improvement you get by releasing
       | smaller games).
       | 
       | I've tried to sell this vision to people before, maybe not as
       | eloquently as OP, showed them Itch.io and some of my favorite
       | games on there, and... they just didn't care. It didn't interest
       | them at all. Other people got the appeal immediately. It just
       | seems to come down to personal taste.
        
         | jayd16 wrote:
         | You can't just toil away blindly until suddenly a complex game
         | pops out. You need to start with the small game and add layers.
        
           | dgb23 wrote:
           | I appreciate your advice, but from a general viewpoint, just
           | adding layers doesn't necessarily lead to interesting
           | complexity.
           | 
           | StarCraft Broodwar is an interestingly complex strategy game,
           | not because it has a lot of layers, or even lots of things at
           | all, but because it has a simple system of orthogonal,
           | powerful features. It had less features and units than many
           | of its competitors (RTS was a big genre at the time), but it
           | found ingenuity in simplicity, minimalism. Every piece of the
           | puzzle was to some degree relevant throughout the history of
           | the game.
           | 
           | I think you are right in a general sense, but "layers" can be
           | a misleading term here. You rather want to increase
           | complexity and beauty by enabling manners of composition.
           | 
           | Another game that illustrates this is The Witness, which is
           | probably one of the most praised puzzle games and again, is
           | beautifully simple. In terms of layers it has pretty much
           | exactly three: The panel puzzles, the environmental puzzles
           | and then the visual secrets that you only see by looking at
           | things in a certain way. But in terms of actual game
           | mechanics there are very few things. The complexity then
           | emerges by mere combination.
        
           | vgel wrote:
           | Yeah, exactly, but to _enjoy_ the small game at that point, I
           | think you need to have an appreciation for small games. I
           | guess it 's possible to enjoy a small game as only the core
           | of an imagined larger game, but... it's not how I think about
           | game development, at least.
        
         | aio2 wrote:
         | We often revolve around the result, not the process of getting
         | to the result. That's why many don't care.
        
         | luqtas wrote:
         | > They didn't like early Minecraft, they only like Minecraft
         | now, after 10+ years of development gave tons of interlocking
         | features and mechanics.
         | 
         | i think you are dead wrong. there is a lot of people just using
         | the core of the game (previous the first alpha) to build stuff
         | and that is just fine for them. past alpha (the survival mode)
         | up to today i do not think it changed dramatically beyond some
         | mobs and new stuff to find... the gameplay is still the same:
         | collect -> craft [while surviving]
        
           | vgel wrote:
           | Some people, yeah. But a lot of people only enjoy the game
           | because of complex systems that were added later: redstone,
           | slimeblock machines, building complex farms, gear progression
           | via material and enchantment upgrades, exploring an infinite
           | world, etc. You can go on Youtube and see people who _only_
           | play those parts of the game. I think it 's fair to say that
           | they wouldn't have enjoyed, say, Indev, before those features
           | were added. And Indev, before the infinite world, was already
           | the culmination of 6 months of work on the game! That's
           | pushing the definition of "small game" already, and a lot of
           | people would still treat it as "a cool toy, but not a full
           | game" (I played it back then and remember people talking
           | about it as such).
        
             | luqtas wrote:
             | redstones were introduced at the alpha version of the game.
             | complex enough to people build small computers with it back
             | in the days. as mob and food farms, with lots of ways to
             | automate it with water buckets etc. enchantments are just
             | grind. the 2 main weapons of the game, a sword and a bow
             | were introduced at alpha stage too... and the infite world
             | is also an alpha thing.
             | 
             | sure nowadays you can build a lot of complex stuff. but i
             | do not think Minecraft went through a metanoia. i remember
             | tweaking with more complex systems of villagers with mods
             | back in the alpha/beta days than when they were officially
             | released...
             | 
             | maybe now Minecraft is 'more popular' as every kid that has
             | access to a computer with internet probably will hear about
             | it and play. but maybe this popularity is more about 'we do
             | not have much child friendly games' than any other
             | phenomena. + the masterpiece of gameplay which it has!
             | after you learn how to open the inventory, hold the L.mouse
             | to collect resources and R.mouse to place blocks... life
             | just gets brighter *-*
        
       | fauxpause_ wrote:
       | I think the biggest trap is that people imagine their games will
       | be fun. And then as they build them they realize it's not. A lot
       | of the fun was just their fantasy.
        
         | probablypower wrote:
         | I guess the great game developers/designers are those who can
         | convert their imagined fantasy fun into shareable real fun
         | through games. Not easy at all.
        
           | marcosdumay wrote:
           | I imagine they just imagine fantasy fun in a more realistic
           | way than other people. So they can iterate on it faster and
           | reach the real thing.
           | 
           | At least, this is the usual theme on people that are good on
           | anything.
        
         | reidrac wrote:
         | My experience has been quite the opposite: after a while
         | working on a game I think "is this any fun?", and turns out
         | people likes them (even if sometimes I don't really get it).
        
         | empressplay wrote:
         | This really goes for any creative endeavour -- try writing a
         | readable novel, or create a listenable track. Creating things
         | other people actually want is HARD.
        
       | williamthyer wrote:
       | I feel like this advice applies to a lot more projects than just
       | video games.
        
         | giraffe_lady wrote:
         | A lot of this is more or less "how to develop critical taste
         | and apply it thoughtfully" which is no small thing and not easy
         | to write about well for any medium.
         | 
         | It's extra relevant in gaming too I think. Big games are very
         | very expensive to make, and so are conservatively modeled on
         | what works in other mediums like movies, tv, novels. Small
         | games are where the real exploration of the dynamics and limits
         | of the medium happens, but is held back because gamers overall
         | have underdeveloped taste.
        
       | kabdib wrote:
       | I had a housemate who could make a cool game in an afternoon. He
       | was a bottomless well of interesting ideas. He works in finance
       | now :-)
       | 
       | Anyway, his games were horrible messes of magical Peek and Poke
       | statements in Atari BASIC. But . . . they were FUN. And they took
       | a couple of hours to write.
        
       | debacle wrote:
       | If you enjoy small, self-contained games, obviously check out
       | Vampire Survivors as a recent phenom, but SokPop collective on
       | Itch and Steam puts out a new game each month and while many of
       | them are barely passable, some are truly great, especially
       | Stacklands which I think is their biggest hit, but a very
       | short/small game overall.
        
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